Remove unused accessor
Some ModelBody restructuring for multiple geoms
Loader::GetGeomFlagForNodeName was only assuming pads
Remove a filthy global
Identify dynamic collision geoms in Loader, collect them with CollisionVisitor, remove repetition in ModelBody
Transform collider geoms along with the appropriate SG nodes
Group ModelBody geoms, so they won't be tested against each other
GeomTree now owns its data
Geomtree: use u16 for indices + some cleanup
Update Languages.lua
Robn was right, it makes more sense to just choose to use the eclipse code or not when creating a single shader.
If in the future we want to pick and choose for planets that can have eclipses or not then we can add it at that time.
whitespace fix
Updated the visual studio 2012 and 2013 projects for added and removed files.
gameui & pioneer projects specifically.
Merge remote-tracking branch 'fluffy/RepairVSProjects'
Merge remote-tracking branch 'fluffy/RobnWasRight'
allow two KeyBindings for each KeyAction
update string <-> key binding conversion to cope with two bindings
update InitKeyBinding to allow two default bindings for key actions
expose both key action binding slots to Lua
make KeyBinding::Description return an empty string for a disabled binding